Rogue's Tale is a single player turn-based dungeon crawling game. The game takes place in a place called Frostmourn Keep and its underlying dungeons located in the World's End Mountains. The goal is to overthrow the current king of the Frostmourn Keep and become the new king. A demo version and game guide can be found on the homepage. Key features: - Classless character building where you can choose to be the kind of rogue you want. - Seemingly unfair, untimely and unforgiving deaths which are also permanent. - Ways to counter these deaths by learning the game mechanics. - Random dungeons and encounters. - 24 talents to build your character with. - 30 spells to build your character even further. - 30 heritages that make your next character stronger. - 30 challenges to complete once you get the hang of the game.
Posts | ||
---|---|---|
Useful tips | Locked | |
Thread Options | ||
Dec 26 2013 Anchor | ||
Please post your advanced gameplay tips here. I'll start: - If you find a ring of control, you can wear it and eat blood caps without being paralysed or confused, the two more annoying effects associated with them. You can still be blinded, but since you can rest while blind, and take advantage of any healing from being satiated, this isn't so bad. And it means you're set for rations for the rest of the game. Note, however, that you can still take poison damage and/or be affected by Deadly Poison while harvesting them. This is rare, but it's best to have an antidote or a ring of immunity handy just in case. Alternatively, you can save harvesting them for after you've otherwise cleared a level, and use instant travel to get the poison cured by town merchants. - If you have a ranged weapon or spell handy, you can tell whether a creature has noticed you by the colour of the cursor when you target it. If it's blue (neutral) then the creature either hasn't noticed you yet, or is one of the rare friendly humans who can teach you skills or spells. - Use spellcasting amulets judiciously. I've seen amulets of enchantment and transmutation shatter after enough uses, and other kinds may do so as well. Don't save them up until it's too late and you're dead, but don't waste them on trivial situations (like transmuting really cheap items) either. - The majority of items make little or no profit when sold after paying for identification unless they're blessed and/or enchanted, and sometimes even then. Exceptions include the Hammer, Barrier, iron Shield and Barrier, Plate Helm, Chain Armour and Plate Armour, all of which can be sold for clear profit as long as they're undamaged. Scrolls are rarely profitable to sell, and potions virtually never. Tomes vary widely, as do rings and amulets. - Silent Move will save your life more than any other talent. Its basic use involves opening doors and walking into rooms while invisible, or doing the same with stairs. You can assess the situation, and retreat or adjust your equipment as necessary (like when that orc shaman isn't going to be impressed by your amulet of etheral form), without risking obliteration by an enemy standing too close. It even works when entering new dungeons - just Silent Move onto the town stairs before using the reset button. Advanced uses include stepping into the LOS of archers and casters, then using Silent Move around a corner to get into prime backstabbing position when they follow; hiding by a door after accidentally (or deliberately) triggering an alarm trap, and seeing who comes out (and maybe backstabbing them as they do, depending on the situation); fading into the background during mass fights between different enemy factions, staying safe while they wipe each other out; andt aking cover to heal using rations or a ring of regeneration if a fight gets too dangerous. - Heroic Charge will not work on empty spaces, but it will work on invisible creatures. If you think there's an inivisble creature in your vicinity, this can be very useful. |
||
Jan 16 2014 Anchor | ||
You can repair Enchantement Amulet with Scroll of Blessing. After you use the amulet, the log says if it gets corrupted. If you use it after that, it will shatter. Repair it and keep on using it. Amulet price gets halved or so if it's corrupted. |
||
Jan 16 2014 Anchor | ||
- Enslaved daemons (from the Summon Daemon or Enslave Daemon spells, or the Amulet of Conjuration) will not fight back while enslaved. Kill them with impunity before the enslavement wears off and they turn hostile. - Enslavement from spells can fail, so be careful using Summon Daemon in critical situations lest you just end up adding another enemy to the fight. This particularly applies when fighting other daemons, whom it would join rather than fight. - Humans have no natural resistances before armour. Orcs have moderate resistances (level/5 rounded up) to everything except physical. Daemons have moderate resistances to everything, but devourers have lower physical resistance than the rest. Undead have high resistances (1.5 times the other value) to shock, poison and disease, and moderate resistances to Fire and Frost. - As far as I can tell, the spell selections used by different casters are fixed. Learn which spells each one uses, and Amulets of X Ward become much more valuable. From memory, orc shamans like Shocking Orb, devourers like Flaming Orb and undead like Frozen Orb. - Those soul gems devourers and ghosts carry? They can be spent to power Release Soul, which does 2d6 + STA unresistable damage (as opposed to 1d6 + STA resistable damage from other casters), not counting the Focused Cast damage bonus, which they get early. Until they run out of soul gems (assuming they don't cheat), devourers and ghosts are much more dangerous than other casters. - Keep a ring of resilience handy for fighting knights and Infernals and the new boss, who all have Killing Blow. In addition, the wand of maelstrom and at least one cursed scroll can cause you to be hit with an instant death effect. - Levelling up the dog for heritages is easier if you work hard to keep your own level low, since normal enemies aren't allowed to exceed your level. I use a strength build with heavy armour and a shield, and tank blows for the dog while it kills everything. Even better if you can learn Celestial magic (which doesn't mind armour and shields so much, though lack of charisma might be a problem) for healing and curing. Beware of poison and curses especially, since without the right spells you have no way of curing the dog of these things, and it will likely die. - One Strange Trip should be a priority for your own heritage unlocks. Never having to worry about rations again, and being able to reliably go into tough battles fully satiated, is a game-changer. It's also not as tough an unlock as it looks, as long as you save your eating until you've cleared a level, and make sure there are no traps left near you. A Ring of Control, as mentioned above, will help hugely. - You have two options with Rings of Haste and Amulets of Free Action. Equip them on a room-by-room basis, and take them off the rest of the time to preserve satiation, or keep them on all the time. Once you have One Strange Trip, I strongly recommend the latter on non-cleared floors. I have died a number of times from forgetting to put a ring of haste on before what initially looked like a manageable battle. - Heroic Charge cannot trigger traps, and will path around traps whenever possible. Keep an eye on charge paths to work out possible trap locations, and also beware of charging enemies when using Trap Master. - Friends can knock down doors and break locked objects for you, though it may take quite a few tries. Combine with the above dog-levelling strategy, and you can slow down xp gain (and boost it for the dog) even further. - The easiest way to obtain the Epic Breed heritage is by staying at as low a level as possible, stockpiling lots of food, wearing the heaviest armour you can assemble, a shield, and a ring of immunity, and staying in a spider web. Your dog can ratchet up XP by killing the spiders (you may want to get it a few other heritages first to make sure it can kill them before they poison it), and eventually a mamalob will spawn even if you're below the normal level for monster spawns. Level 1 mamalobs only have 13 hp - easy for a decently-levelled dog to take out while the mamalob is busy trying to chew through your armour. When I did this, my dog got through three mamalobs before the dungeon ran out of food and I had to move on. - Don't wear the Amulet of Ghost Form during general exploration. This may seem counter-intuitive, since it completely protects you from most traps. The thing is, though, that most traps won't kill you anyway as long as you're on full health when they hit you (except the boulder trap). On the other hand, a magic trap on someone wearing the Amulet of Ghost Form is practically guaranteeed to be YASD. - A level is generated when you first set foot inside it, rather than when you reset the dungeon. This means that it's to your advantage to go down the stairs as soon as you find them, and then back up again. This will not "trigger" any creature activity, or alert them to your existence, but it *will* fix their levels, with your current level as a maximum. Then, if you level up before coming down properly, that level increase will not be passed on to your enemies. - Because the Travel function will not activate until you've fully explored a level, it has a handy secondary use as a test to see if you've missed any rooms before going further down. However, that includes darkened corners a few tiles wide which don't contain anything. Edited by: Metaillusion |
||
Jan 24 2014 Anchor | ||
I was thinking for a while to write together all the little tips&tricks that i've learned during playing the game. Usually I'm playing with a warrior character, I reached level 20 a couple of times, but didn't defeated the King yet, so these tips are mostly for leveling up. 1. If you fall into a pit, take off your armour and you'll get out more easily. Try more directions. If your inventory is full and you health is low then throw it into the pit. If you made to get out you can risk to get it back by healing yourself and making free space in your inventory and going back to the pit. 11. Enemies with the same species are not attacking each other (like assassins, orc, damons...). Some enemies are allies (like orks with the wolves) |
||
Jan 24 2014 Anchor | ||
Actually that's wrong. Common scroll of blessing doesn't bless your items. I don't remember if blessed scroll of blessing does, but blessed scroll of enchantment definitely do that as well as blessed amulet of divination (only 1/6 chance though). |
||
Jan 25 2014 Anchor | ||
This was changed in 1.05. "Scroll of Blessing can now also be used to repair damaged items and to bless weapons, armours, shields and helmets." |
||
Jan 25 2014 Anchor | ||
Ah, right. Never cared about blessing those, and tried to bless amulet to check. |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.